I’ve been playing around with the Showdown rules and the Super Companion 2nd edition to figure out a way of conferring superheroes into the setting. I have used my original heroes Tyger and Gargoyle to test those out and I have a first draft here. Some of the rules I’ve borrowed from another guy’s version and I’m grateful for that input.
To build a superhero you do it in four stages, Attributes, Skills, Powers & Edges and Finishing Touches. To start with select ONE of the following Attribute Options, each Attribute start at D4.
8 Attribute points and 1 edge
7 Attribute points and 2 edges
7 Attribute points, 1 edge and Super Karma
6 Attribute points and 3 edges
6 Attribute points, 2 edges and Super Karma
5 Attribute points and 4 edges
5 Attribute points, 3 edges and Super Karma
Next, you get 10 Skill Points to apply to Skills that would make sense to you, no freebies, so to get a D4 in a Skill you have to pay 1 point, also it cost 2 points for each die above the controlling Attribute for the Skill. Worth noting, if you buy Super Skill you just apply the bonus straight up, never mind how low your Attribute in the Skill actually is.
In a Street Campaign you get 30 Power Points and in a Colour Campaign 45, +5 Power Points (+10 in a Four Colour Campaign) if you have Super Karma.
Finally, calculate the secondary attributes (Pace, Parry and Toughness). There are two exceptions to the normal rules.
Parry= Agility/2 +2 instead of Fighting.
If the hero hasn’t purchased any of the Powers Armour or Toughness, they have a ballistic suit, providing Armour 2 (4 against bullets but no other Ranged Attacks) and protection against AP 4.
Below is a first draft of the superhero Tyger that I have used in a couple of solo games with different systems, maybe Showdown will prove to be the one that I like the best?
Cassius Wulf fled Crow City after being framed for a murder he didn’t commit, he travelled the world extensively and found the best teachers to prepare him for one day come back and clean his name. He is a master in many fighting arts , he has learned the mystic arts of Dim Mak and he has a Zen sense that makes him almost impossible to catch unawares. A few months ago he returned to Crow City and found his old friend Bruce Kent, a mild-mannered antiquarian. Little did he know that Bruce Kent also is the fearsome Gargoyle and together they have made an enemy out of the resurrected Boss Marconi, the uncrowned crime boss of Crow City who by all accounts should rest six feet under!!!
Tyger
Pace: 8” (D10 running) Parry: 13 (-2 to hit) Toughness: 5 (7/ 9 vs bullets and AP4)
Strength D6
Agility D12 SKILLS EDGES
Smarts D6 Fighting D12 Fleet Footed (Pace 8, Run +1D10)
Spirit D8 Notice D6
Vigour D6 Stealth D8
POWERS Cost Range Damage Effects
Dim Mak 4 Touch None Strong, Spirit -2 or be Incapacitated.
Hard Style 8 Melee Str+2D6 Multi-Attacks, 4 AP.
Swift Moving 2 2”/ 4” None Leaping, Bounding
Soft Style 5 Melee None Parry +5
Zen Mind 5 None Negate obscuring penalties but not cover. No Gang Up
Uncanny Ref. 4 None Attack -2 if aware of the incoming attack.
Super Ability 2 None Spirit +1